VirtualTextures - need help - BaseSplit1
Posted: 26.01.2004, 01:44
I have been learning about virtual textures (new to me since I upgraded from 1.2.5 to 1.3.1) and thanks to Seldon's most excellent description at
http://www.lepp.cornell.edu/~seb/celest ... s.html#2.5
I have got a BaseSplit 0 partially populated Earth working.
But I am having troubles with a base 1 set.
If I populate level 0 with eight different tiles only two get used on the planet (Earth) sphere.
All the 8 tile positions get "painted" with 4 copies of tx_0_0.jpg and 4 copies of tx_1_0.jpg.
All the 8 real .jpg's need to be present in the level0 folder but six of them dont get "painted" onto the sphere.
(if they are not present then the corresponding position does not recieve its copy of either tx_0_0.jpg or tx_1_0.jpg)
A bit difficult to describe without getting too long-winded !
My system =
P3/1GHz/128MBram,WinME, Celestia 1.3.1, Nvidia GeForce2 GTS,
Celestia reports OpenGL driver thus :
Vendor: NVIDIA Corporation
Renderer: GeForce2 GTS/AGP/SSE
Version: 1.2.1
Max simultaneous textures: 2
Max texture size: 2048
My .ctx =
VirtualTexture
{
ImageDirectory "vt"
BaseSplit 1 # previously 0
TileSize 128
TileType "jpg"
}
and my folder/files =
can anyone spot where I am going wrong?
thanks,
Malcolm.
http://www.lepp.cornell.edu/~seb/celest ... s.html#2.5
I have got a BaseSplit 0 partially populated Earth working.
But I am having troubles with a base 1 set.
If I populate level 0 with eight different tiles only two get used on the planet (Earth) sphere.
All the 8 tile positions get "painted" with 4 copies of tx_0_0.jpg and 4 copies of tx_1_0.jpg.
All the 8 real .jpg's need to be present in the level0 folder but six of them dont get "painted" onto the sphere.
(if they are not present then the corresponding position does not recieve its copy of either tx_0_0.jpg or tx_1_0.jpg)
A bit difficult to describe without getting too long-winded !
My system =
P3/1GHz/128MBram,WinME, Celestia 1.3.1, Nvidia GeForce2 GTS,
Celestia reports OpenGL driver thus :
Vendor: NVIDIA Corporation
Renderer: GeForce2 GTS/AGP/SSE
Version: 1.2.1
Max simultaneous textures: 2
Max texture size: 2048
My .ctx =
VirtualTexture
{
ImageDirectory "vt"
BaseSplit 1 # previously 0
TileSize 128
TileType "jpg"
}
and my folder/files =
Code: Select all
vt
+level0
tx_0_0.jpg, tx_0_1.jpg, tx_1_0.jpg, tx_1_1.jpg, tx_2_0.jpg, tx_2_1.jpg, tx_3_0.jpg, tx_3_1.jpg
+level1
tx_0_0.jpg, tx_0_1.jpg, tx_1_0.jpg, tx_1_1.jpg, tx_1_1.jpg, tx_2_1.jpg (only partially populated)
can anyone spot where I am going wrong?
thanks,
Malcolm.